Looks like no one’s replied in a while. To start the conversation again, simply ask a new question.

Audio causes crash

Audio always crashes on nineth sound. I assume either AudioToolbox or libSystem is the culprit.

Have run on 10.9 using both 10.6, 10.9 SDKs, Xcode 3, 6, no crash. I guess that the SDK holds binary

of AudioToolbox but not libSystem? When ran on 10.6 will always crash, does't care which sound, but

8 different sounds is its max. Can play those 8, it seems, all day long, any sequence, but nineth blows up.

Have run binary created on 10.9 on 2 10.6.8 machines, and sad mac or bomb.

Crash:


0 libSystem.B.dylib 0xffff07c7 __memcpy + 39
1 ...pple.audio.units.Components0x7009465d AUMultiChannelMixerEntry + 531
2 ...pple.audio.units.Components0x70004d13 0x70000000 + 19731
3 ...pple.audio.units.Components0x700316b3 SystemOutputAUEntry + 1892
4 ...pple.audio.units.Components0x7009587d AUMultiChannelMixerEntry + 5171
5 ...ple.CoreServices.CarbonCore0x93d6f51f CallComponentDispatch + 29
6 ...apple.audio.units.AudioUnit0x948752fc AudioUnitSetProperty + 67
7 ....audio.toolbox.AudioToolbox0x969c2d4d SubmixGraph::ConnectInputChannel(bool, MixerChannel*, bool) + 511
8 ....audio.toolbox.AudioToolbox0x969c3c24 AQMEDevice::AddRunningClient(AQIONodeClient*, bool) + 256
9 ....audio.toolbox.AudioToolbox0x969a1bb4 AudioQueueObject::StartRunning(AQIONode*) + 70
10 ....audio.toolbox.AudioToolbox0x9699ce16 AudioQueueObject::_Start(XAudioTimeStamp const&, bool) + 770
11 ....audio.toolbox.AudioToolbox0x9699d036 AudioQueueObject::Start(XAudioTimeStamp const&, bool) + 38
12 ....audio.toolbox.AudioToolbox0x969ba246 AQServer_Start + 65
13 ....audio.toolbox.AudioToolbox0x969bc4f9 AudioQueueStart + 254

always on memcpy

regs:

Thread 0 crashed with X86 Thread State (32-bit):

eax: 0x3f800000 ebx: 0x00411980 ecx: 0x00000004 edx: 0x00000010

edi: 0x00000000 esi: 0x00411984 ebp: 0xbffff3b8 esp: 0xbffff3b0

ss: 0x0000001f efl: 0x00010206 eip: 0xffff07c7 cs: 0x00000017

ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037

cr2: 0x00000000

CAShow has no differences except pointer addresses between 10.9/10.6

Sound design of code uses songs(multiple buffers)/one shot sfx(1-3 buffers)/continuous sfx(loops).

Order of loading sfxs doesnt solve, verified filesize/buffersize not stepping on pointers. 32/64 doesn't matter.

Steve

Mac mini (Late 2009), Mac OS X (10.6.8), and 10.9.5

Posted on Aug 27, 2015 5:52 AM

Reply
2 replies

Sep 4, 2015 7:32 AM in response to pheonix.sja

For those that might try gaming or sound development:

The solution I found was to avoid Audio Queue Services.

Using Audio Unit solved the problem.

ASSUMED conclusion: there is either a default limit to the number of active audio objects,

which is different in 10.9, or a some point in time the framework(s) got patched.

And thank you Eric for responding!

Steve

Audio causes crash

Welcome to Apple Support Community
A forum where Apple customers help each other with their products. Get started with your Apple ID.